import {Vector3} from './Vector3.js';

class Matrix4 {

  constructor() {

    Object.defineProperty(this, 'isMatrix4', {value: true});

    this.elements = [

      1, 0, 0, 0,
      0, 1, 0, 0,
      0, 0, 1, 0,
      0, 0, 0, 1

    ];

    if (arguments.length > 0) {

      console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');

    }

  }

  set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {

    const te = this.elements;

    te[0] = n11;
    te[4] = n12;
    te[8] = n13;
    te[12] = n14;
    te[1] = n21;
    te[5] = n22;
    te[9] = n23;
    te[13] = n24;
    te[2] = n31;
    te[6] = n32;
    te[10] = n33;
    te[14] = n34;
    te[3] = n41;
    te[7] = n42;
    te[11] = n43;
    te[15] = n44;

    return this;

  }

  identity() {

    this.set(
      1, 0, 0, 0,
      0, 1, 0, 0,
      0, 0, 1, 0,
      0, 0, 0, 1
    );

    return this;

  }

  clone() {

    return new Matrix4().fromArray(this.elements);

  }

  copy(m) {

    const te = this.elements;
    const me = m.elements;

    te[0] = me[0];
    te[1] = me[1];
    te[2] = me[2];
    te[3] = me[3];
    te[4] = me[4];
    te[5] = me[5];
    te[6] = me[6];
    te[7] = me[7];
    te[8] = me[8];
    te[9] = me[9];
    te[10] = me[10];
    te[11] = me[11];
    te[12] = me[12];
    te[13] = me[13];
    te[14] = me[14];
    te[15] = me[15];

    return this;

  }

  copyPosition(m) {

    const te = this.elements, me = m.elements;

    te[12] = me[12];
    te[13] = me[13];
    te[14] = me[14];

    return this;

  }

  extractBasis(xAxis, yAxis, zAxis) {

    xAxis.setFromMatrixColumn(this, 0);
    yAxis.setFromMatrixColumn(this, 1);
    zAxis.setFromMatrixColumn(this, 2);

    return this;

  }

  makeBasis(xAxis, yAxis, zAxis) {

    this.set(
      xAxis.x, yAxis.x, zAxis.x, 0,
      xAxis.y, yAxis.y, zAxis.y, 0,
      xAxis.z, yAxis.z, zAxis.z, 0,
      0, 0, 0, 1
    );

    return this;

  }

  extractRotation(m) {

    // this method does not support reflection matrices

    const te = this.elements;
    const me = m.elements;

    const scaleX = 1 / _v1.setFromMatrixColumn(m, 0).length();
    const scaleY = 1 / _v1.setFromMatrixColumn(m, 1).length();
    const scaleZ = 1 / _v1.setFromMatrixColumn(m, 2).length();

    te[0] = me[0] * scaleX;
    te[1] = me[1] * scaleX;
    te[2] = me[2] * scaleX;
    te[3] = 0;

    te[4] = me[4] * scaleY;
    te[5] = me[5] * scaleY;
    te[6] = me[6] * scaleY;
    te[7] = 0;

    te[8] = me[8] * scaleZ;
    te[9] = me[9] * scaleZ;
    te[10] = me[10] * scaleZ;
    te[11] = 0;

    te[12] = 0;
    te[13] = 0;
    te[14] = 0;
    te[15] = 1;

    return this;

  }

  makeRotationFromEuler(euler) {

    if (!(euler && euler.isEuler)) {

      console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');

    }

    const te = this.elements;

    const x = euler.x, y = euler.y, z = euler.z;
    const a = Math.cos(x), b = Math.sin(x);
    const c = Math.cos(y), d = Math.sin(y);
    const e = Math.cos(z), f = Math.sin(z);

    if (euler.order === 'XYZ') {

      const ae = a * e, af = a * f, be = b * e, bf = b * f;

      te[0] = c * e;
      te[4] = -c * f;
      te[8] = d;

      te[1] = af + be * d;
      te[5] = ae - bf * d;
      te[9] = -b * c;

      te[2] = bf - ae * d;
      te[6] = be + af * d;
      te[10] = a * c;

    } else if (euler.order === 'YXZ') {

      const ce = c * e, cf = c * f, de = d * e, df = d * f;

      te[0] = ce + df * b;
      te[4] = de * b - cf;
      te[8] = a * d;

      te[1] = a * f;
      te[5] = a * e;
      te[9] = -b;

      te[2] = cf * b - de;
      te[6] = df + ce * b;
      te[10] = a * c;

    } else if (euler.order === 'ZXY') {

      const ce = c * e, cf = c * f, de = d * e, df = d * f;

      te[0] = ce - df * b;
      te[4] = -a * f;
      te[8] = de + cf * b;

      te[1] = cf + de * b;
      te[5] = a * e;
      te[9] = df - ce * b;

      te[2] = -a * d;
      te[6] = b;
      te[10] = a * c;

    } else if (euler.order === 'ZYX') {

      const ae = a * e, af = a * f, be = b * e, bf = b * f;

      te[0] = c * e;
      te[4] = be * d - af;
      te[8] = ae * d + bf;

      te[1] = c * f;
      te[5] = bf * d + ae;
      te[9] = af * d - be;

      te[2] = -d;
      te[6] = b * c;
      te[10] = a * c;

    } else if (euler.order === 'YZX') {

      const ac = a * c, ad = a * d, bc = b * c, bd = b * d;

      te[0] = c * e;
      te[4] = bd - ac * f;
      te[8] = bc * f + ad;

      te[1] = f;
      te[5] = a * e;
      te[9] = -b * e;

      te[2] = -d * e;
      te[6] = ad * f + bc;
      te[10] = ac - bd * f;

    } else if (euler.order === 'XZY') {

      const ac = a * c, ad = a * d, bc = b * c, bd = b * d;

      te[0] = c * e;
      te[4] = -f;
      te[8] = d * e;

      te[1] = ac * f + bd;
      te[5] = a * e;
      te[9] = ad * f - bc;

      te[2] = bc * f - ad;
      te[6] = b * e;
      te[10] = bd * f + ac;

    }

    // bottom row
    te[3] = 0;
    te[7] = 0;
    te[11] = 0;

    // last column
    te[12] = 0;
    te[13] = 0;
    te[14] = 0;
    te[15] = 1;

    return this;

  }

  makeRotationFromQuaternion(q) {

    return this.compose(_zero, q, _one);

  }

  lookAt(eye, target, up) {

    const te = this.elements;

    _z.subVectors(eye, target);

    if (_z.lengthSq() === 0) {

      // eye and target are in the same position

      _z.z = 1;

    }

    _z.normalize();
    _x.crossVectors(up, _z);

    if (_x.lengthSq() === 0) {

      // up and z are parallel

      if (Math.abs(up.z) === 1) {

        _z.x += 0.0001;

      } else {

        _z.z += 0.0001;

      }

      _z.normalize();
      _x.crossVectors(up, _z);

    }

    _x.normalize();
    _y.crossVectors(_z, _x);

    te[0] = _x.x;
    te[4] = _y.x;
    te[8] = _z.x;
    te[1] = _x.y;
    te[5] = _y.y;
    te[9] = _z.y;
    te[2] = _x.z;
    te[6] = _y.z;
    te[10] = _z.z;

    return this;

  }

  multiply(m, n) {

    if (n !== undefined) {

      console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');
      return this.multiplyMatrices(m, n);

    }

    return this.multiplyMatrices(this, m);

  }

  premultiply(m) {

    return this.multiplyMatrices(m, this);

  }

  multiplyMatrices(a, b) {

    const ae = a.elements;
    const be = b.elements;
    const te = this.elements;

    const a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
    const a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
    const a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
    const a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];

    const b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
    const b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
    const b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
    const b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];

    te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
    te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
    te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
    te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;

    te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
    te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
    te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
    te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;

    te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
    te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
    te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
    te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;

    te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
    te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
    te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
    te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;

    return this;

  }

  multiplyScalar(s) {

    const te = this.elements;

    te[0] *= s;
    te[4] *= s;
    te[8] *= s;
    te[12] *= s;
    te[1] *= s;
    te[5] *= s;
    te[9] *= s;
    te[13] *= s;
    te[2] *= s;
    te[6] *= s;
    te[10] *= s;
    te[14] *= s;
    te[3] *= s;
    te[7] *= s;
    te[11] *= s;
    te[15] *= s;

    return this;

  }

  determinant() {

    const te = this.elements;

    const n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
    const n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
    const n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
    const n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];

    //TODO: make this more efficient
    //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )

    return (
      n41 * (
        +n14 * n23 * n32
        - n13 * n24 * n32
        - n14 * n22 * n33
        + n12 * n24 * n33
        + n13 * n22 * n34
        - n12 * n23 * n34
      ) +
      n42 * (
        +n11 * n23 * n34
        - n11 * n24 * n33
        + n14 * n21 * n33
        - n13 * n21 * n34
        + n13 * n24 * n31
        - n14 * n23 * n31
      ) +
      n43 * (
        +n11 * n24 * n32
        - n11 * n22 * n34
        - n14 * n21 * n32
        + n12 * n21 * n34
        + n14 * n22 * n31
        - n12 * n24 * n31
      ) +
      n44 * (
        -n13 * n22 * n31
        - n11 * n23 * n32
        + n11 * n22 * n33
        + n13 * n21 * n32
        - n12 * n21 * n33
        + n12 * n23 * n31
      )

    );

  }

  transpose() {

    const te = this.elements;
    let tmp;

    tmp = te[1];
    te[1] = te[4];
    te[4] = tmp;
    tmp = te[2];
    te[2] = te[8];
    te[8] = tmp;
    tmp = te[6];
    te[6] = te[9];
    te[9] = tmp;

    tmp = te[3];
    te[3] = te[12];
    te[12] = tmp;
    tmp = te[7];
    te[7] = te[13];
    te[13] = tmp;
    tmp = te[11];
    te[11] = te[14];
    te[14] = tmp;

    return this;

  }

  setPosition(x, y, z) {

    const te = this.elements;

    if (x.isVector3) {

      te[12] = x.x;
      te[13] = x.y;
      te[14] = x.z;

    } else {

      te[12] = x;
      te[13] = y;
      te[14] = z;

    }

    return this;

  }

  getInverse(m, throwOnDegenerate) {

    if (throwOnDegenerate !== undefined) {

      console.warn("THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate.");

    }

    // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
    const te = this.elements,
      me = m.elements,

      n11 = me[0], n21 = me[1], n31 = me[2], n41 = me[3],
      n12 = me[4], n22 = me[5], n32 = me[6], n42 = me[7],
      n13 = me[8], n23 = me[9], n33 = me[10], n43 = me[11],
      n14 = me[12], n24 = me[13], n34 = me[14], n44 = me[15],

      t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
      t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
      t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
      t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;

    const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;

    if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);

    const detInv = 1 / det;

    te[0] = t11 * detInv;
    te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;
    te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;
    te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;

    te[4] = t12 * detInv;
    te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;
    te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;
    te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;

    te[8] = t13 * detInv;
    te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;
    te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;
    te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;

    te[12] = t14 * detInv;
    te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;
    te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;
    te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;

    return this;

  }

  scale(v) {

    const te = this.elements;
    const x = v.x, y = v.y, z = v.z;

    te[0] *= x;
    te[4] *= y;
    te[8] *= z;
    te[1] *= x;
    te[5] *= y;
    te[9] *= z;
    te[2] *= x;
    te[6] *= y;
    te[10] *= z;
    te[3] *= x;
    te[7] *= y;
    te[11] *= z;

    return this;

  }

  getMaxScaleOnAxis() {

    const te = this.elements;

    const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
    const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
    const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];

    return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));

  }

  makeTranslation(x, y, z) {

    this.set(
      1, 0, 0, x,
      0, 1, 0, y,
      0, 0, 1, z,
      0, 0, 0, 1
    );

    return this;

  }

  makeRotationX(theta) {

    const c = Math.cos(theta), s = Math.sin(theta);

    this.set(
      1, 0, 0, 0,
      0, c, -s, 0,
      0, s, c, 0,
      0, 0, 0, 1
    );

    return this;

  }

  makeRotationY(theta) {

    const c = Math.cos(theta), s = Math.sin(theta);

    this.set(
      c, 0, s, 0,
      0, 1, 0, 0,
      -s, 0, c, 0,
      0, 0, 0, 1
    );

    return this;

  }

  makeRotationZ(theta) {

    const c = Math.cos(theta), s = Math.sin(theta);

    this.set(
      c, -s, 0, 0,
      s, c, 0, 0,
      0, 0, 1, 0,
      0, 0, 0, 1
    );

    return this;

  }

  makeRotationAxis(axis, angle) {

    // Based on http://www.gamedev.net/reference/articles/article1199.asp

    const c = Math.cos(angle);
    const s = Math.sin(angle);
    const t = 1 - c;
    const x = axis.x, y = axis.y, z = axis.z;
    const tx = t * x, ty = t * y;

    this.set(
      tx * x + c, tx * y - s * z, tx * z + s * y, 0,
      tx * y + s * z, ty * y + c, ty * z - s * x, 0,
      tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
      0, 0, 0, 1
    );

    return this;

  }

  makeScale(x, y, z) {

    this.set(
      x, 0, 0, 0,
      0, y, 0, 0,
      0, 0, z, 0,
      0, 0, 0, 1
    );

    return this;

  }

  makeShear(x, y, z) {

    this.set(
      1, y, z, 0,
      x, 1, z, 0,
      x, y, 1, 0,
      0, 0, 0, 1
    );

    return this;

  }

  compose(position, quaternion, scale) {

    const te = this.elements;

    const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
    const x2 = x + x, y2 = y + y, z2 = z + z;
    const xx = x * x2, xy = x * y2, xz = x * z2;
    const yy = y * y2, yz = y * z2, zz = z * z2;
    const wx = w * x2, wy = w * y2, wz = w * z2;

    const sx = scale.x, sy = scale.y, sz = scale.z;

    te[0] = (1 - (yy + zz)) * sx;
    te[1] = (xy + wz) * sx;
    te[2] = (xz - wy) * sx;
    te[3] = 0;

    te[4] = (xy - wz) * sy;
    te[5] = (1 - (xx + zz)) * sy;
    te[6] = (yz + wx) * sy;
    te[7] = 0;

    te[8] = (xz + wy) * sz;
    te[9] = (yz - wx) * sz;
    te[10] = (1 - (xx + yy)) * sz;
    te[11] = 0;

    te[12] = position.x;
    te[13] = position.y;
    te[14] = position.z;
    te[15] = 1;

    return this;

  }

  decompose(position, quaternion, scale) {

    const te = this.elements;

    let sx = _v1.set(te[0], te[1], te[2]).length();
    const sy = _v1.set(te[4], te[5], te[6]).length();
    const sz = _v1.set(te[8], te[9], te[10]).length();

    // if determine is negative, we need to invert one scale
    const det = this.determinant();
    if (det < 0) sx = -sx;

    position.x = te[12];
    position.y = te[13];
    position.z = te[14];

    // scale the rotation part
    _m1.copy(this);

    const invSX = 1 / sx;
    const invSY = 1 / sy;
    const invSZ = 1 / sz;

    _m1.elements[0] *= invSX;
    _m1.elements[1] *= invSX;
    _m1.elements[2] *= invSX;

    _m1.elements[4] *= invSY;
    _m1.elements[5] *= invSY;
    _m1.elements[6] *= invSY;

    _m1.elements[8] *= invSZ;
    _m1.elements[9] *= invSZ;
    _m1.elements[10] *= invSZ;

    quaternion.setFromRotationMatrix(_m1);

    scale.x = sx;
    scale.y = sy;
    scale.z = sz;

    return this;

  }

  makePerspective(left, right, top, bottom, near, far) {

    if (far === undefined) {

      console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.');

    }

    const te = this.elements;
    const x = 2 * near / (right - left);
    const y = 2 * near / (top - bottom);

    const a = (right + left) / (right - left);
    const b = (top + bottom) / (top - bottom);
    const c = -(far + near) / (far - near);
    const d = -2 * far * near / (far - near);

    te[0] = x;
    te[4] = 0;
    te[8] = a;
    te[12] = 0;
    te[1] = 0;
    te[5] = y;
    te[9] = b;
    te[13] = 0;
    te[2] = 0;
    te[6] = 0;
    te[10] = c;
    te[14] = d;
    te[3] = 0;
    te[7] = 0;
    te[11] = -1;
    te[15] = 0;

    return this;

  }

  makeOrthographic(left, right, top, bottom, near, far) {

    const te = this.elements;
    const w = 1.0 / (right - left);
    const h = 1.0 / (top - bottom);
    const p = 1.0 / (far - near);

    const x = (right + left) * w;
    const y = (top + bottom) * h;
    const z = (far + near) * p;

    te[0] = 2 * w;
    te[4] = 0;
    te[8] = 0;
    te[12] = -x;
    te[1] = 0;
    te[5] = 2 * h;
    te[9] = 0;
    te[13] = -y;
    te[2] = 0;
    te[6] = 0;
    te[10] = -2 * p;
    te[14] = -z;
    te[3] = 0;
    te[7] = 0;
    te[11] = 0;
    te[15] = 1;

    return this;

  }

  equals(matrix) {

    const te = this.elements;
    const me = matrix.elements;

    for (let i = 0; i < 16; i++) {

      if (te[i] !== me[i]) return false;

    }

    return true;

  }

  fromArray(array, offset) {

    if (offset === undefined) offset = 0;

    for (let i = 0; i < 16; i++) {

      this.elements[i] = array[i + offset];

    }

    return this;

  }

  toArray(array, offset) {

    if (array === undefined) array = [];
    if (offset === undefined) offset = 0;

    const te = this.elements;

    array[offset] = te[0];
    array[offset + 1] = te[1];
    array[offset + 2] = te[2];
    array[offset + 3] = te[3];

    array[offset + 4] = te[4];
    array[offset + 5] = te[5];
    array[offset + 6] = te[6];
    array[offset + 7] = te[7];

    array[offset + 8] = te[8];
    array[offset + 9] = te[9];
    array[offset + 10] = te[10];
    array[offset + 11] = te[11];

    array[offset + 12] = te[12];
    array[offset + 13] = te[13];
    array[offset + 14] = te[14];
    array[offset + 15] = te[15];

    return array;

  }

}

const _v1 = /*@__PURE__*/ new Vector3();
const _m1 = /*@__PURE__*/ new Matrix4();
const _zero = /*@__PURE__*/ new Vector3(0, 0, 0);
const _one = /*@__PURE__*/ new Vector3(1, 1, 1);
const _x = /*@__PURE__*/ new Vector3();
const _y = /*@__PURE__*/ new Vector3();
const _z = /*@__PURE__*/ new Vector3();


export {Matrix4};
